10 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
12 bvec4 t1 = bvec4(true, 42.0, gl_Vertex.x > -20000.0, 111);
14 float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
15 + float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
16 + float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
17 + float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
19 float g = float(all(t1));
21 color = vec4(r, g, 0.0, 1.0);
33 clear color 0.5 0.5 0.5 0.5
36 probe rgb 15 15 0.0 1.0 0.0